Has colonist AI improved lately?

Started by Holy-Fire, February 23, 2016, 07:14:06 PM

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Britnoth

Much of the fun of learning to play this game is about making stupid mistakes that have hilarious consequences.

Trying to put out a large fire in a small room, and getting set on fire yourself...

Removing the final section of a wall and getting your colonist squashed by a roof collapse...

Giving someone a knife and forgetting to remove their hunting work...

Various friendly fire accidents...

Running out of food and then realising people started eating the raw human meat...

These are game assets, not problems needing fixed.

erdrik

Quote from: Britnoth on March 06, 2016, 02:35:03 PM
Much of the fun of learning to play this game is about making stupid mistakes that have hilarious consequences.
...
These are game assets, not problems needing fixed.
Until you've moved past the learning phase and are into the "just want to play" phase.
Then those "assets" become annoyances.

skullywag

If youre still making those mistakes then you havent learned. ;)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Limdood

porcupine, i'm saying i want the OPTION to micromanage.

most of your "fixes" you mentioned as examples of coding were "If such and such is a problem, then disallow it"

I want to be allowed to do it - because i CAN micromanage it.  Also, as others have said, when i don't have to micromanage, and can just set zones, jobs, priorities, etc. and watch the game play....at that moment, i'm done with this game, likely to not return...i want a game, not a movie.

isistoy

#49
Ahaaa! Sry Limdood, but...
You want things but you don't want things! Or are you willin' some stuff? No one f...g knows...
The guys (porcupine) is discussing how to refine some programming scheme of things and you come by to say... Hello?
By that, I mean: does anyone has the right (in your head) to discuss these matters, you being afraid of your next rw games experiences?
Are we really that far that you would think it's about to kill you and your whole family?
Please, measure your thoughts...

<Stay on the scene like a State machine>

Limdood

I figured i was fairly clear.

currently the player has the tools to avoid most of these "disasters."  They need to be attentive and cautious, and make use of the ease of pausing and assigning orders in this game, but we have the ability to avoid those issues already.

The "refined programming" was a series of restrictions on colonist activity in what is a player-aided storytelling game, where tragic accidents will happen. 

Furthermore, everyone plays rimworld differently.  Those now-disallowed actions might be a normal staple of people's games, or at least something they do every now and again...by removing the chance for it to happen, you remove something the player might WANT to happen (such as in the case of meleeing a boomalope, or perhaps risking running into a 350 degree (F) stockpile to snag the AI core out, or removing a load bearing support in order to collapse a section of the roof over some incoming raiders) or a player choice or something that might actually happen (like running a bit too close to a hunting pawn) while your desperate, depressed, wildly-mixed-culture colonists are left to fend for themselves.

My point is simply that this is a game that usually ultimately ends in tragedy, and it is up to the player and the storyteller to control and describe how that story plays out.  There is certainly a limit to how "streamlined" it should be.  If the only time my colony can experience a tragedy is when a little red warning box appears on my screen, then the game has LOST something, not gained.

erdrik

Quote from: skullywag on March 07, 2016, 02:52:05 AM
If youre still making those mistakes then you havent learned. ;)
I never said anything about still making the mistakes.
In fact, I implied that once youre no longer making those mistakes they become annoyances rather than assets.
And just to be clear, I was not referring to any of the "assets" that Britnoth listed, rather I was talking in a general sense.

Frankly the only one that was listed that I actively want to see "fixed" is the friendly fire bit. Because(for me at least) 9 times out of 10 a friendly fire incident is the result of the poor pathing of an unrelated colonist. (Hunting incidents)
And Im greatly dis-interested in re-prioritizing a chain of colonists tasks just because I was forced to draft someone to stop them from wondering into the hunters area.(the drafted colonist's task is auto-prioritized to the next available colonist) I would love a move command that does not draft, and does not removed the colonists current task.

Mikhail Reign

Quote from: erdrik on March 06, 2016, 04:49:59 AM
Quote from: Mikhail Reign on March 06, 2016, 12:03:33 AM
Hunting colonists could just create a cone of 'non preferred' area on front of them.  Other colonists would just not want to sand in the cone.
Its not standing colonists Im worried about, its moving colonists that decided to path through the line of fire.
So it depends on whether a 'non preferred' area would be sufficient to prevent pathing, and how expensive that would be to CPU.

Obviously I mean 'stand' in the same way that No standing signs mean don't be there - not literally only "standing not allowed". Also the game already does this - colonists will prefer to not walk through fire, but will if forced, same goes for swampy ground.

There also is a game mechanic that mean that shots are ALOT more likely to hit an object between the shooter and the target, then they would be if they targeted that object. This makes hunting accidents alot more likely then they should be.